So would you say that the Storm Commando's are now powerful enough to be the main damage dealers in a squad? I have to say this squad looks pretty darn close to a 100 point version of Swiss Army Knife. Looks Pretty slick Dennis.

I hadn't thought about swaping the Stormies for Grans/Ugo in the 150 point version. It's a nice change to give you more Super Stealth, but you lose your pieces that can take potshots to eliminate opponent's Ugos, etc. that are in the way. Otherwise, those can cause a real headache for your Storm Commandos. Actually though, I found that I liked the Raxus Prime Troopers even better, as their Wall-Climber makes for an awesome way to sneak the SCs or the Noghri past your opponent and wail on a key support piece (Shaper, Commander of some sort, etc.).

In the 100 point realm, the real strength of Flea's variant is the ability to activate 3 at the beginning of a round. Barring really bad rolls, the 2 Storm Commandos can take out a full HP Boba BH at the beginning of a round. The superstealth is certainly a different, and nice variant of that. Lose the 3 activation potential, but then you force pieces like Boba BH to come all the way to you. In those cases, you can risk letting Boba have some Evade saves here and there. I'll have to look at this option.

Wicket in Imperial SS should never be a problem, as you usually are running Ugnaughts as well. So, you should have swap potential there.

_________________-AaronMand'alor"You either die a hero, or you live to see yourself become the villain."

I don't like flea's version as much because of Tarkin. He is fragile and you have to have him in line of sight to your enemy in order for him to be effective. He just gets shot too often. Low defense Low Hp. It feels like I am giving my opponent 11 points. I don't like the piece. I would be impressed to see someone who could maneuver that piece effectively enough to make him worth putting into a squad.

I used Flea's SAK a few weeks back in a 100 point tournament at ACME and pretty much slaughtered the competition that night. Granted, nobody really knew how to play against it, but again, Tarkin is key. You can swap him into position at the very end of a round, so you don't have to worry about his fragility too much. Against a Boba BH/JWM/R2 squad, I annihlated Boba in one round because Tarkin allowed me to get 3 activations at the beginning of one round.

If you're playing against a 100 point squad, you really only need to utilize Tarkin 1 time to win the game anyways. If you can pull off a SC/Swap/SC attack at the beginning of a round, that's 120 damage (sans poor rolls). VERY few 100 point squads can come back to win a game after taking 120 damage. And most times, I've found my opponent is much more concerned with killing off the Storm Commandos than trying to kill Tarkin.

_________________-AaronMand'alor"You either die a hero, or you live to see yourself become the villain."

Ah. I had heard the term SAK but couldn't find what that was. I knew SCs were involved, but didn't think about it being similar to mine.

I would say mine is the evolution of that squad with the new pieces.

As Lobo already pointed out, in no way is your squad the evolution of the Swiss Army Knife. They play completely differently. Tarkin is the big player of my squad. While yes, the SS is nice, it doesn't provide the sheer 1 turn damage output of the SAK. With Tarkin I can move 3 allowing my 2 SC's to dish out 120 damage. That kills Boba, Cade, etc in one turn. That is what makes the build so powerful. Yours is just a SS squad thy relies on your SCs not being shot back. The strategy is very simple of your build and allows you to be easily read in what you can do. I am not saying that your build is less powerful, or not as competitive as mine in any way it is just that your build is a completely different style as the Swiss Army Knife.

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